/// <summary> /// Tells the server that the client wishes to buy a weapon /// </summary> /// <param name="weapon"></param> public void BuyWeapon(WeaponData.Weapon weapon) { outMsg = client.CreateMessage(); outMsg.Write(ServerClientInterface.BUY_WEAPON); outMsg.Write(WeaponData.WeaponToByte(weapon)); client.SendMessage(outMsg, NetDeliveryMethod.ReliableSequenced); }
public void SpawnWeaponLoot(float XPos, float YPos, WeaponData.Weapon SelectedWeapon, int SelectedWeaponID) { GameObject obj = Instantiate(WeaponLoot, new Vector2(XPos, YPos), Quaternion.identity); obj.GetComponent <LootGeneral>().SetWeapon(SelectedWeapon); obj.GetComponent <SpriteRenderer>().sprite = WeaponSpriteList[SelectedWeaponID]; }
public void AddWeapon(WeaponData.Weapon SelectedWeapon) { ButtonPrefab.GetComponentInChildren <Text>().text = SelectedWeapon.WeaponName; var obj = Instantiate(ButtonPrefab, ItemList.transform); obj.GetComponent <InventoryWeaponButtonGeneral>().SetWeapon(SelectedWeapon); }
/// <summary> /// Creates a weapon /// </summary> /// <param name="weapon"></param> /// <param name="owner"></param> /// <param name="assets"></param> public ClientWeapon(WeaponData.Weapon weapon, ClientPlayer owner, Assets assets) { Owner = owner; Weapon = weapon; this.assets = assets; gunSmokeParticle = new ParticleEmitter(Particle.ParticleTypes.GunSmoke); shellParticle = new ParticleEmitter(Particle.ParticleTypes.Shell); }
/// <summary> /// Returns the correct weapon texture based on the weapon /// </summary> /// <param name="weapon"></param> /// <returns></returns> public Texture2D GetWeaponTexture(WeaponData.Weapon weapon) { int index = Array.FindIndex((WeaponData.WeaponEnums), wepEnum => wepEnum == weapon); switch (weapon) { case WeaponData.Weapon.Knife: return(weaponTextures[index, 0]); case WeaponData.Weapon.Awp: return(weaponTextures[index, 0]); case WeaponData.Weapon.Ak47: return(weaponTextures[index, 0]); case WeaponData.Weapon.M4A1: return(weaponTextures[index, 0]); default: throw new ArgumentOutOfRangeException("weapon", weapon, null); } }
public void SetWeapon(WeaponData.Weapon SelectedWeapon) { CurrentWeapon = SelectedWeapon; GetComponentInChildren <Text>().text = CurrentWeapon.WeaponName; }
public void SetWeapon(WeaponData.Weapon SelectedWeapon) { Weapon = SelectedWeapon; }
/// <summary> /// Sets the weapon of the player /// </summary> /// <param name="weapon"></param> public void SetWeapon(WeaponData.Weapon weapon) { PrimaryWeapon = new ServerWeapon(weapon, this); CurrentWeapon = PrimaryWeapon; }
/// <summary> /// Creates a new weapon /// </summary> /// <param name="weapon"></param> /// <param name="owner"></param> public ServerWeapon(WeaponData.Weapon weapon, ServerPlayer owner) { Owner = owner; Weapon = weapon; Fired = false; }
/// <summary> /// Used by the server /// </summary> /// <param name="weapon"></param> public void SetCurrentWeapon(WeaponData.Weapon weapon) { CurrentWeapon = new ClientWeapon(weapon, this, Assets); }
public void AppendInventory(WeaponData.Weapon WantedWeapon) { InvCanvas.GetComponent <InventoryWeapon>().AddWeapon(WantedWeapon); InventoryWeapon.Add(WantedWeapon); }